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Helle rules the island of Isjarheim.
Domains: Death, Evil, Trickery and Water.
Favoured Weapon: Bastard sword.
Helle’s past is a mystery that none among her worshippers has cared to ponder about. She appointed herself as a goddess of Death upon her imprisonment and, although very few humanoids actually worship the dark goddess, many who are near death offer her prayers, hoping for a pardon in the afterlife. Helle appears as a statuesque, pale-skinned human female with flowing locks of white hair and steely blue eyes. Her remarkable beauty fails to conceal the mischievous and sinister grin constantly lurking beneath her impassive facial expression. With the exception of her frost giant allies, Helle hardly concerns herself with the remainder of her realm’s inhabitants, although she experiences some sadistic pleasure from the torments the doomhags inflict on the island’s timid warriors. Helle’s endless scheming towards finding an escape diverts her attention from the island’s administrative duties, leaving Engrobotta as the de facto ruler.
Environment: Chilling winds buffet Ísjarheim’s featureless landscape and hurl snow and ice from their frequent blizzards. Ísjarheim’s thin atmosphere simulates the effects of high altitude as described in the SRD, although it does support both plant and animal life. The island remains shrouded in pitch darkness. With the exception of the shoreline near the fire river, Ísjarheim’s interior averages 25 farenheit. Ísjarheim’s numbing cold can inflict subdual damage against unprotected creatures as explained in the SRD.
Ísjarheim’s baneful influence affects magic as follows.
† Death, Evil, Trickery and Water domain spells are cast at +1 caster level.
† Fire, Good, Healing and Luck domain spells are cast at –1 caster level.
† All cold spells and spell-like effects inflict 1 additional point of damage per die.
† All fire spells and spell-like effects inflict +1 damage.
† All creatures except for the frowwens receive a +2 morale bonus to all saving throws against fear effects.
Helle loathes fear and everything that has something to do with it, but approves of crafty tricks to defeat an opponent. Her ideology affects combat as follows.
† Feint manoeuvres receive a +2 insight bonus to their Bluff checks.
† Barbarians receive a +1 insight bonus to all attack and damage rolls when they rage.
† Ísjarheim’s winds impose a –2 penalty to all ranged attacks.
A successful Will save allows a mortal to harness the island’s volatile magical powers. See the Manipulative Powers in the first chapter.
† Endure Element (Ex): The manipulator attunes his body to the island’s frigid conditions and thin atmosphere. For the duration of his stay in Ísjarheim the manipulator no longer sustains subdual damage from hypothermia or lack of oxygen. Will save DC: 15.
† Frost Giant Strength (Ex): The manipulator acquires some of the frost giants’ attributes, receiving a +6 enhancement bonus to Strength as well as the attributes of the cold subtype as described in the SRD. This effect lasts for a total of one hour. Will save DC: 20.
† Determine Fate (Su): The user obtains a modified version of the doomhags’ Determine Fate ability, except that it only affects the manipulator’s own rolls. Usable once per day, the ability lasts for one minute per level. Its activation counts as a free action, and he may utilize his daily allotment in smaller increments of one minute each. Will save DC: 25.